сэр Персиваль
Автор: |
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Zerg |
Раса: |
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Человек |
Класс: |
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Воин |
Мировоззрение: |
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Принципиальный добрый |
Внешность
Характер
История
Огромный дварфище, способный голыми руками согнуть стальной прут и выдержать удар лошадиного копыта в грудь, даже не пошатнувшись. Опытен, отлично обучен воинскому делу и хорошо тренирован.
Навыки
monk-3 (Overwhelming Attack style variant)/fighter-4/cleric-1/ranger-1/deepwarden-2/warblade-1 HP 134 STR 24 (+7) 17 (13) - (Belt of giant Strength +4) + 3 (levels) DEX 10 (2) CON 22 (+6) 16 (12) + 2(dwarf) + 2(Amulet of Health +4) INT 10 10 (2) WIS 11 11 (3) CHA 6 (-2) 8 (0) - 2 (dwarf) AC 34: 10 + 12 (fullplate+4) + 7(heavy shield+4, shield spec) + 6 (Stone Warden) - 1 (warmace) touch AC 23: 10 + 7(heavy shield+4, shield spec) + 6 (Stone Warden) - - 1 (warmace) flat-footed AC 28 : 10 + 12 (fullplate+4) + 7(heavy shield+4, shield spec) - 1 (warmace) Fort 16 (18 vs spells, 20 vs spells from evil or chaotic) = 8 + 6(cons) + 2 (Cloak of Resistance+2) Refl 8 (10 vs spells, 12 vs spells from evil or chaotic) = 6 + 2 (Cloak of Resistance+2) Will 14 (16 vs spells, 18 vs spells from evil or chaotic)= 6 + 6 (cons) + 2(Cloak of Resistance+2) BAB 11 melee +18 ranged +9 large warmace +2 with CRYSTAL OF ENERGY ASSAULT (acid, lesser) +20 3d6+7(str)+2(+2)+1d6(acid) unarmed strike +18 1d6+7 Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Monk Variant : Overwhelming Attack style Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Monk Variant 1st-Level Feat: Power Attack. Monk Variant 2nd-Level Feat: Improved Bull Rush. Prayerful Meditation Your religious convictions protect you from the spells and magical abilities of those who oppose your beliefs. Level: 3rd. Replaces: This benefit replaces the still mind class feature. Benefit: Your adherence to a religious path has developed in you a resistance to antithetical magic. You gain a +2 bonus on saving throws against spells and effects from chaotic aligned creatures and creatures with a moral (good/evil) alignment component opposite to yours. This is a supernatural ability COMPETITION DOMAIN Granted Power: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on all opposed checks you make. SPELL REFLECTION Many masters of stealth share the signature talent to avoid explosive blasts of magical energy. It takes only a little training, however, to twist this defensive flair into the ability to reflect magical attacks back upon their creator" Class: Monk, ranger, rogue, or scout. Level: 2nd (monk or rogue), 5th (scout), or 9th (ranger). Special Requirement: Knowledge (arcana) 1 rank. Replaces: You do not gain evasion. (If you would later gain improved evasion as a special ability, you gain evasion instead.) Benefit: You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard. This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit). You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day). Track: A deepwarden gains Track as a bonus feat. Trap Sense (Ex): A deepwarden has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 at every three deepwarden levels thereafter (4th, 7th, and 10th). Trap sense bonuses gained from multiple classes stack. Stone Warden (Ex): Beginning at 2nd level, a deepwarden knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character’s Constitution bonus is higher. The deepwarden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the deepwarden would still be considered flat-footed. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). Turn Undead 1/day COMPETITION DOMAIN Granted Power: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on all opposed checks you make. LAW DEVOTION (вместа 2 домена) 1/day SPELLS: 1+1 в заучке всегда 2 спела: Remove Fear Shield of Faith THREE MOUNTAINS [STYLE] You are a master of fighting with powerful bludgeoning weapons. Prerequisites: Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus Benefit: If you strike the same creature twice in the same round with your heavy mace, morningstar, or greatclub, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round. Steadfast Determination ( Player's Handbook II, p. 83) Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive. Prerequisites: Endurance. Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1 FEATS Endurance - ( 1 level) Steadfast Determination - level 1 (flaw) PHB II Power Attack - (monk 1 UA) Improved Bull Rush - (monk 2 UA) Cleave - (3 level) W.prof (warmace) - (fighter - 1 ) W.focus (warmace) - (fighter - 2) Shield Spec - (6 level) PHB II Monkey grip - (fighter - 4) CW THREE MOUNTAINS [STYLE] - (9 level) Shield Ward - (12 level) PHB II Steely Strike: Strike—+4 bonus on one attack, enemies gain +4 bonus on attacks against you. Iron Heart Surge: Remove effect, gain +2 morale bonus on attacks. Sudden Leap: Boost—Jump as a swift action. Hunter’s Sense: Stance—Gain scent. уже с учетом щита и доспехов climb 13 thumble 5 heal 5 survival 5 Knowledge(Dungeoneering ) 5 jump 17
Инвентарь
Снаряга =16000*4+50+1500+4000+8000+3000+500 + 750 +600+2000+750 + 2000+150+150 fullplate+4 - 17500 shield, heavy steel +4 - 16000 + 50 (wand chamber ) Belt of giant Strength +4 - 16000 Amulet of Health +4 16000 Cloak of Resistance +2 4000 Warmace +2 8,000 gp CRYSTAL OF ENERGY ASSAULT (acid, lesser) - 3000gp Reach gauntlets 500 gp DIMENSION STRIDE BOOTS 2000 Ring of silent spells - 2000
Wand (Shield of faith +4) CL 12, 5 charges - 750 gp - Barkskin +2 (potion) - 300gp - 2 шт, 600 Jump (potion) - 50 gp 3 шт 150 Protection from Evil (potion) 50 gp 3шт 150 Fly (potion) - 750
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Бёрн
Автор: |
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Фантом |
Раса: |
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Человек |
Класс: |
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Beguiler 5\Mindbender 1\Fiend-Blooded 6 |
Мировоззрение: |
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Нейтральный |
Внешность
Характер
Fight fire with fire Ending is near Fight fire with fire Bursting with fear We all shall die
История
Скромный библиотекарь королевской библиотеки сдувает пыль с доспехов боевого мага.
Навыки
Name: Бёрн True Neutral Human male 30 years Type: medium humanoid (human) Class: Beguiler 5/Mindbender 1/Fiend-blooded 6
—{ ABILITIES / PB 32 }— STR 11 [+00] = 09 [01 pts] +2 belt DEX 18 [+04] = 16 [10 pts] +2 belt CON 18 [+04] = 16 [10 pts] +2 belt INT 22 [+06] = 16 [10 pts] +3(4,8,12 HD) +1(fiend-blooded)+2 belt WIS 10 [+00] = 08 [00 pts] +2 belt CHA 12 [+01] = 09 [01 pts] +1(fiend-blooded) +2 belt
Carrying Capacity Str 11: light/medium/heavy load : 38 lb/76 lb/115 lb
Initiative : +4 (Dex) Speed: 30ft. HP : 85/85 = 6 + 3.5*4 + 2.5*7 + 24(Con) = 6 +14 +17.5 +48(con)
—{ ATTACK OPTIONS }— BAB +06 (all poor BAB classes): grapple : +04 = 6(BAB) -0(str)-2 (noncombatant) trip : +00 = 0(str) bull rush : +00 = 0(str)
[Melee weapon +0 to hit (0[bab] + 0[str] -2[flaw]), 1d4-1 damage]
Ranged touch attack +10 = 6(BAB) + 4(dex)
—{ DEFENSE OPTIONS }— AC Full : 23 = 10 +5(armor) +3(shield) +1(natural) +4(dex) Touch: 14 = 10 +4(dex) FlatF: 19 = 10 +7(armor) +3(shield) +1(natural)
Fort: +13 = +06(both good(mindbender) and poor saves) +4(con) +3(vest) Refl: +11 = +04(all poor saves) +4(dex) +3(vest) Will: +11 = +08(all good saves) +0(wis) +3(vest)
+2 bonus gainst the attacks, spells, and spell-like abilities of fiends (evil outsiders) and half-fiends. +1 saves vs poison, 1 less poison damage immune: blindness, dazzled. cold/fire resistance 5
—{ SKILLS / 10*4 (1 левел)+16(2-3 lvl)+10(4 lvl)+ 12(5 lvl) }— *Trained only:*
+23 Disable Device = 15(sp)+6(Int)+2(tools) +24 Concentration = 15(sp)+4(Con)+1(shiled)+5(tunic) +16 Use Magic Device = 15(sp)+1(cha) +26 Search = 10(sp)+6(int)+5(Lens) +5(goggles) +08 Spot = 08(sp)+0(wis) +15 Know (arcana) = 09(sp)+6(Int) +14 Know (planes) = 08(sp)+6(Int) +05 Bluff = 04(sp)+1(cha) +05 Diplomacy = 04(sp)+1(cha) +05 Intimidate = 04(sp)+1(cha) +04 Sense Motive = 04(sp)+0(wis) +09 Spellcraft = 01(sp)+6(Int)+2(synergy) +07 Decipher Script = 01(sp)+6(Int) +09 Sleight of Hand = 05(sp)+4(dex)
Speaks: Common, Infernal, Ignan, Abyssal
Conceal spellcasting (skill trick. Complete Scoundrel, p. 85)
—{ FEATS }— фиты: 01:[LVL] Blood Calls to Blood 01:[HUM] Eschew Materials 01:[FLW] Noncombatant flaw 01:[FLW] Flaw Bonus: Reach spell 03:[LVL] Searing Spell [metamagic] 05:[BEG] Silent Spell [metamagic] 06:[LVL] Mindsight (mindbender) 09:[LVL] Arcane Thesis (Combust) - Need 9 ranks in Know (arcana) 12:[LVL] Split Ray [metamagic]
—{ RACIAL & TEMPLATE FEATURES }— Human. +1 фит, экстра скилл поинт каждый уровень
—{ CLASS FEATURES }— [Beguiler 5] Spells Armored mage (light armor is fine) Trapfinding Cloaked casting (+1 DC) on -Dex bonus target Surprise casting - NO. Just don’t try it. Spells - all beguiler Bonus advanced learning spell: Shock and Awe
Mindbender (требуется : Nongood, Bluff 4 ranks , Diplomacy 4 ranks , Intimidate 4 ranks , Sense Motive 4 ranks): Telepathy 100 ft advance spells as beguiler
[Fiend-blooded 6] (требуется : Blood Calls to Blood, Eschew Materials, arcana 8 ranks, Planes 8 ranks) advance spells as beguiler Bonus fire spells: combust! (2), Channeled Pyroburst (4) , Flame Strike (6) Smiting Spell 1/day (+7 damage = +6(class level) + 1(cha)) +1 int +1 cha +1 natural armor bonus to AC +1 saves vs poison, 1 less poison damage cold and fire resistance 5
—{ BODY SLOTS (MIC) }— [Arms]: – [Body]: armor, chain shirt [Face]: goggles of the golden sun (MIC) (opt:goggles of minute seeing) [Feet]: Anklet of translocation(MIC) [Hands]: Gloves of starry sky (MIC) [Head]: – [Ring1]: – [Ring2]: – [Shoulders]: Cloak of Resistance +3 [Throat]: Empowered Spellshard (Combust) (MIC) [Torso]: Tunic of steady spellcasting (MIC) [Waist]: Belt of magnifience +2
— Прогрессия скиллов по уровням, чтоб не запутаться: Skill progression: *1 lvl: Beguiler 6 sp, Int 16 +3 sp, human +1 sp. 10*4 = 40 sp total:
Disable Device +4, Search +4, Concentration +4, Use Magic Device +4, Spot +4, Know (arcana) +4. Bluff +2, Diplomacy +2, Sense Motive +2 Cross class skills: Know (planes) +2 (4sp), Intimidate +1 (2sp) Исправляю ошибку c нераспределенными скилами: Spellcraft +1, Sleight of Hand +3.
*2 - 5 level: Beguiler 6 sp, Int 16 +3 sp, human +1 sp. 4*10 = 40 sp total:
Disable Device +4,Search +4, Concentration +4, Use Magic Device +4, Spot +4, Know (arcana) +4. Bluff +2, Diplomacy +2, Sense Motive +2 Cross class skills: Intimidate +3 (6 sp) Исправляю ошибку c нераспределенными скилами: Sleight of Hand +2, Conceal Spellcasting skil trick (2sp)
*6 level: mindbender 2 sp, Int 17 +3 sp, human +1 sp. 6 sp total. Know (planes) +6
7 level: fined-blooded, 2 sp, Int 17 +3 sp, human +1 sp. 6 sp total. Knowledge (arcana) +1 (for Arcane thiesis prereq) Cross class skills: Disable Device +1 (2sp), Use Magic Device +1 (2sp),
8-11 level: fiend-blooded, 2 sp, Int 18 +4 sp, human +1 sp. 7*4=28 sp total. Concentration +4 Cross class skills: Disable Device +4 (8 sp) , Search +1 (2 sp), Use Magic Device +4 (8 sp), Decipher Script +1 (2 sp)
12 level: fiend-blooded 2 sp, Int 20 +5 sp, human +1 sp. 8 sp total. Concentration +2, Cross class skills: Disable Device +1 (2 sp) , Search +1 (2 sp), Use Magic Device +1 (2 sp)
Инвентарь
Total Weight 25<36 lb, light load. Fueled Spell Slots by level: 0: 6 1: 6+2 (int) = 8 (-1 mage armor на черепаху) 2: 6+2 (int) 3: 6+1 (int) 4: 6+1 (int) 5: 5+1 (int) 6: 3+1 (int) —{ ITEMS }— +1 Soulfire (BOED) mithral chain shirt = 25 000 + 1100 gp, 10 lb. Soulfire: This armor's wearer is immune to all death spells, magical death effects, and energy drain, and any negative energy effects (such as from chill touch or inflict spells). with Armor Crystal of stamina, lesser. 900 go (MIC) 0 lb. Price (Item Level): 900 gp (4th) (lesser) Body Slot: — (armor crystal) Caster Level: 4th Aura: Moderate; (DC 18) conjuration Activation: — Weight: — A crystal of stamina protects you from assaults against your physical health. Lesser: This augment crystal grants you a +3 competence bonus on saving throws against disease and poison. Cloak of Resistance +3 = 9000 gp, Weight 1 lb. +3 to saves. These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). Faint abjuration; CL 5th; Arcane Thieve's Tools (MIC) 1400 gp, 1 lb - in HHH Price (Item Level): 1,400 gp (5th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (mental) Weight: 1 lb.
This set of masterwork thieve's tools is the perfect accessory if you depend on a blend of magic and skill to achieve your thieving goals. In addition to granting the normal +2 circumstance bonus on Disable Device and Open Lock checks, these tools can grant a character with the trapfinding class feature a special benefit. When activating the tools, you can expend an arcane spell or arcane spell slot of 1st level or higher to gain +5 competence bonus on either a Disable Device check or an Open Lock check begun before the end of that turn. Anklet of translocation 1400 gp, 0 lb. (Mic) Body Slot: Feet Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Swift (command) Weight: — A pewter chime hangs from this simple leather ankleband. An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you. An anklet of translocation functions two times per day. Empowered Spellshard (Combust) 3000 gp MIC p.96, 1\4 lb. Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) varies Activation: See text Weight: 1/4 lb. An empowered spellshard is keyed to a specific spell of up to 3rd level. When you cast the attuned spell, you can use your empowered spellshard as a focus in addition to the spell’s normal components (if any). Doing this empowers the spell (as though using the Empower Spell feat, but with no adjustment to spell level or casting time). The spellshard is activated as a part of the spellcasting process. The markings on the shard reveal the spell to which it is attuned to a character who makes a successful DC 30 Spellcraft check. An empowered spellshard functions three times per day. The school of magic an empowered spellshard radiates is the same as that of the spell to which it is attuned. Heward’s Handy Haversack (далее и везде HHH) - 2 000 gp, 5 lb. A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp;Weight 5 lb. Tunic of steady spellcasting 2500 gp, 1 lb Price (Item Level): 2,500 gp (7th) Body Slot: Torso Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb You gain a +5 competence bonus on Concentration checks. Despite the name, the tunic’s bonus applies on all Concentration checks, not just those made to cast spells Lens of Detection 3500 gp, 1 lb, in HHH SRD:Lens of Detection Lens of Detection: This circular prism enables its user to detect minute details, granting a +5 bonus on Search checks. It also aids in following tracks, adding a +5 bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle. Moderate divination; CL 9th; Craft Wondrous Item, true seeing; Price 3,500 gp; Weight 1 lb. Goggles of Minute Seeing, 1 250 gp, 0 lb. Goggles of Minute Seeing: The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.
Faint divination; CL 3rd; Craft Wondrous Item, true seeing; Price 1,250 gp. Belt of magnificence +2, 25000 gp. +2 to all stats. (MiniHB). 0 lb. This sparkling metal belt projects power and authority. The belt adds a +2, +4 or +6 enhancement bonus to the wearer’s Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma scores.
Githcraft (DMG2) Mithral heavy shield +1 (+3 AC, Arcane spell failure = 0%, Acrom check penalty = 0), 2620 gp, 5 lb Mithral heavy shield has 5% arcane spell failure and no armor check penalty 1,020 (MIC, DMG)
Githcraft template (DMG 2, p 276) Cost: The githcraft template adds 600 gp to the other costs associated with creating a given suit of armor or shield. Arcane Spell Failure Chance: The arcane spell failure chance of githcraft armor and shields is reduced by 5% (minimum 0%). Many githyanki are multiclass spellcasters, and their armorsmiths have learned to channel the race’s natural affinity for magic into their creations.
Special: The wearer of githcraft armor or the bearer of a githcraft shield gains a +1 bonus on Concentration checks. GOGGLES OF THE GOLDEN SUN - 4000 gp, 0 lb. большой минус что ДЦ рефлекса фиксированный и равен 14. Но тематично для персонажа. Price (Item Level): 4,000 gp (8th) Body Slot: Face Caster Level: 5th Aura: Faint; (DC 17) evocation Ac tivation: — and standard (mental) Weight: — The reflective gold lenses of these goggles are gripped in thick midnight blue steel wrapped in leather. While wearing goggles of the golden sun, you are immune to blindness and dazzling effects. This is a continuous effect and requires no activation. In addition, three times per day you can activate these goggles and sacrifice a prepared spell or spell slot of 3rd level or higher to use fireball (as the spell; Reflex DC 14 half), using your own caster level or that of the goggles, whichever is higher. The fireball created by the gloves resembles a hurtling, exploding comet. GLOVES OF THE STARRY SKY 1100 gp, 0 lb Price (Item Level): 1,100 gp (4th) Body Slot: Hands Caster Level: 3rd Aura: Faint; (DC 15) evocation Activation: — and standard (mental) Weight: — While wearing gloves of the starry sky, you emit a bright, silvery radiance equivalent to a light spell. You can douse or renew this light with a standard (mental) action. In addition, three times per day you can activate these gloves and sacrifice a prepared spell or spell slot of 1st level or higher to use magic missile (as the spell), using your own caster level rather than that of the gloves. The missiles created by the gloves appear as a series of tiny falling stars Wand of Benign Transposition 50\50 750 gp Wand of Nerveskitter 49\50 750 gp Wand of lesser vigor №1 50\50 750 gp Wand of lesser vigor №2 50\50 - Получен от Квестора Гарланда. В HHH A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce (1/16 lb.). Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16 Last Breath spell material component 500 gp - ПЕРЕДАН Грервиарк'у True Seeing spell material component x2= 500 gp (ointment for eyes) Repulsion spell Arcane focus (A pair of small iron bars attached to two small canine statuettes, one black and one white) = 50 gp — Money: 90pp 80gp - in HHH
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Грервиарк
Автор: |
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Ksav |
Раса: |
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Другой |
Класс: |
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Друид |
Мировоззрение: |
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Нейтральный |
Внешность
Природный облик, практически никогда не принимаемый в присутствии разумных рас - невысокое, худое существо с темной, хищно вытянутой мордой. По земле не перемещается, в неподвижном состоянии выглядит закутанным в темно-серый меховой плащ. В тех редких случаях, когда решает двигаться в естественном облике, плащ оказывается обернутыми вокруг тела крыльями.
В человеческих (и не только) поселениях принимает вид худощавого лысого мужчины среднего роста и среднего же телосложения. Черты лица отчасти сохраняют особенности природного облика.
Мимика небогатая. Движения скупые. Видимого оружия нет.
Характер
История
Навыки
Грервиарк Small Dragonborn Monstrous Humanoid (Anthropomorphic Bat) 217 yo, 157 cm, 41 kg Race: Dragonborn Anthropomorphic Bat Class: Druid 12 Alignment: TN Exp: Ability Scores: STR 15 / 3 (-4) = 8 -1 age -4 race DEX 24 / 5 (-3) = 8 -1 age -2 template CON 20 (+5) = 17 -1 age +2 template +2 belt INT 14 (+2) = 11 +1 age +2 circlet WIS 32 (+11) = 18 +1 age +3 levels +6 race +4 amulet CHA 7 (-2) = 8 -2 race +1 age Saves: Fort: +20 = +8 class +6 res +5 con +1 trait Ref: +16 = +4 class +6 res +7 dex -1 trait Will: +27 = +8 class +6 res +11 wis +2 iron will +2 vs disease Stats: HD: d8 HP: 117 = 8 + 60 con + 49 levels BAB: +9 AC: 32 = 10 base + 11 wis + 1 monk belt +7 dex +3 natural -1 trait +1 shadow cloak, 29 touch, 25 flat-footed, +2 vs dragon type Initiative: +14 = +7 dex +2 trait +5 Primal instinct Speed: 20', 60' fly (good) Darkvision 120’ Superior low-light vision (x4 normal distance) Immunity to frightful presence Uncanny dodge (Primal instinct+Primal Senses) Light fortification (Heart of air+heart of water) Attack Values: CMB: +11 = 9 (BAB) +2 (Str) Unarmed Strike: Melee, +11 to hit, 1d3+2 B damage Ranged attack: +16 Spell Save DC: 21 + spell level SKILLS: Skill points: 87 ACP 0 Trained: +20 Concentration (+15 rank, +5 CON) +22 Hide (+15 rank, +7 DEX) +13 Knowledge (Nature) (+9 rank, +2 INT, +2 nature sense) +3 Knowledge (Religion) (+1 rank, +2 INT) +7 Knowledge (Dungeoneering) (0 rank, +2 INT, +5 Primal Instinct) +22 Move Silently (+15 rank, +7 DEX) +35 Spot (+15 rank, +11 WIS, +4 racial (template, aberrant blood feat), +5 competence (Primal Senses)) +33 Listen (+15 rank, +11 WIS, +2 Racial (template), +5 competence (Primal Senses)) Skill Tricks: Swift Concentration: You can maintain concentration on a spell or similar effect as a swift action. Languages: 1. Common 2. Druidic 3. Draconic 4. Auran 5. Sylvan TRAITS: Aggressive You gain a +2 bonus on initiative checks. You take a -1 penalty to Armor Class. Hardy You gain a +1 bonus on Fortitude saves. You take a -1 penalty on Reflex saves. FLAWS: Self Reliant: You never grant nor benefit from flanking. Additionally you cannot take the aid other action, and others can not aid you. Murky-eyed: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. FEATS: (1) Nightbringer initiate: Add Hide and Move Silently to your list of druid class skills. Spells: 1st inflict light wounds 2nd darkness 3rd deeper darkness 4th enervation 5th summon monster V (can only be used to summon a shadow mastiff) 6th planar ally (can only be used to call a native of Mabar) (1) (flaw) Darkstalker: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality. (1) (flaw) Aberrant blood: You gain a physical feature that grants you a racial bonus on one type of check; once you select the check to which this bonus applies (as well as the corresponding feature) you cannot change it later. Bulging eyes ------- +2 bonus on Spot checks. (3) (Otyugh hole) Iron Will: +2 will save (4) (Iron Constitution) Strong stomack: You reduce the effects of sickening and nausea by one step. You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated. (5) (Embrace the dark chaos, Shun the dark chaos) Knowledge (Religion) > Reserves of strength: When you cast a spell, you can decide to increase your caster level with that spell by 1, 2, or 3, but you are stunned for an equal number of rounds immediately after doing so. Your increased caster level affects all level-based variables of the spell, including range, area of effect, spell penetration, and the difficulty of dispelling the spell. You can exceed the normal level-fixed limits of a spell withthis feat, so a 9th-level wizard could use Reserves of Strength to cast a Fireball as a 12th-level wizard and deal 12d6 fire damage. If you are not subject to stunning effects, you instead suffer 1d6, 3d6, or 5d6 points of damage when you call upon your Reserves of Strength feat. (6) Natural spell: Cast in wild form. (9) Aberration wild shape: You can use your wild shape ability to assume the form of an aberration. This otherwise functions identically to your normal wild shape ability. The size of the aberration is limited by the size of animal you can normally assume the shape of with wild shape. (12) Rashemi Elemental Summoning: When casting a spell that summons air or earth elementals, you may choose to summon an orglash or thomil instead. (See the Orglash and Thomil entries in Chapter 6: Monsters of the East) For example, if you cast summon monster V, which can summon a medium elemental, you may summon an orglash or thomil using a medium elemental as the base creature. If you cast elemental swarm, you could opt to summon orglashes or thomils based on large, huge, and greater air or earth elementals. Altering the spell in this manner does not change any other aspects of the spell. You may use this ability outside of Rashemen. FEATURES: Spontaneous SNA from prepared spell Animal companion Domain (Earth) - turn Air elemental 1/day, rebuke Earth elemental 1/day Nature sense Wild empathy Woodland stride Trackless step Iron Constitution (Resist Nature's Lure) Wild Shape (Hands) (Su), 3 uses: At 5th level, a Fangshields druid can use her wild shape ability to create simple dexterous hands if she doesn't have them already. For example, a giant eagle, lammasu, or unicorn could use wild shape to change her feet, paws, or hooves into hands that work as well as human hands. These hands lose any natural attacks they previously possessed, but otherwise still function like their original shape (a unicorn could walk or run at normal speed on her hoof-hands, for example). She can make this change whenever she uses her wild shape, even when she assumes another form. For example, a unicorn druid could take the form of a wolf with functional paw-hands. This benefit is in addition to the standard druid's wild shape ability. Wild Shape (Humanoid) (Su): At 7th level, a Fangshields druid can use her wild shape ability to assume a Medium humanoid form. The humanoid form can resemble a human, dwarf, elf, or other Medium humanoid as the druid desires and has the appropriate racial traits for that race (according to the polymorph spell). This ability is typically used by a druid to interact with humanoid settlements without drawing too much attention to herself. However, the humanoid form retains some of a Fangshields druid's original monstrous appearance, much like how a lycanthrope in hybrid form has humanoid and animal features, resulting in a -4 penalty on Disguise checks made to pass as a humanoid. The hybrid form can speak as well as a true humanoid, though the change of form does not give the druid knowledge of that form's language (a druid in the form of an elf wouldn't automatically know how to speak Elven, but could use her elf-mouth to speak any languages she did know). For example, a giant eagle could wild shape into a humanlike humanoid, but she would resemble an eagle-human hybrid (much like an avoral guardinal); a treant taking the form of an elf hybrid would look like a tall elf with barklike skin and leaves in her hair (much like a dryad). This benefit replaces the third use of wild shape per day gained by a standard druid at 8th level. From this point forward, a Fangshields druid has one less daily use of wild shape than normal. Venom Immunity (Ex) Spells prepared: 0 lvl (6): Create Water Cure Minor Wounds Detect Magic Guidance Mending Preserve organ 1 lvl (8): Camouflage Entangle Healthful rest Instant of Power - 2 Snowshoes Summon fey - 2 (Domain) Magic stone 2 lvl (7): Creeping Cold Halo of sand Heart of air Kelpstrand Obscuring snow Snake's Swiftness, Mass - 2 (Domain) Soften Earth and Stone 3 lvl (7): Alter fortune Sleet storm Flame sands Heart of Water - 2 Primal Instinct Resist energy, mass (Domain) Stone shape 4 lvl (5): Boreal wind Enhance wild shape - 2 Last breath Primal senses (Domain) Spike stones 5 lvl (5): Bite of the weretiger Blizzard Control winds Panacea Rejuvenation cocoon (Domain) Wall of stone 6 lvl (4): Resistance, superior Dispel magic, greater Energy immunity Mudslide (Domain) Stoneskin Spellstaff >>> Find the path Buffs (rest buffing): Healthful rest (all) - 24 h Heart of Air - 30 h Heart of Water - 30 h Primal Instinct - 30 h Primal Senses - 15 h Resistance, Superior - 24 h Animal companionDire Tortoise Huge Animal Alignment: Always neutral Initiative: -2 (Dex); Senses: low-light vision, Listen +6, and Spot +6 AC: 27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27 Hit Dice: 16 Hp: 199 Fort +17, Ref +8, Will +10 Speed: 20 ft., burrow 20 ft. Space: 15 ft./10 ft. Base Attack +10; Grapple +27 Attack: Bite +16 melee Full Attack: Bite +16 melee Damage: Bite 1d8+12 Special Attacks/Actions: Lightning strike, trample 4d8+12 Abilities: Str 27, Dex 7, Con 25, Int 2, Wis 10, Cha 6 Special Qualities: Feats: Alertness; Endurance; Toughness (3) Skills: Hide -1*, Listen +6, and Spot +6 Link Share spells Evasion Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round. Trample (Ex): Reflex half DC 25. The save DC is Strength-based. Skills: *A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
Инвентарь
0 lvl (6): Create Water Cure Minor Wounds Detect Magic Guidance Mending Preserve organ
1 lvl (8): Camouflage Entangle Healthful rest Instant of Power - 2 Snowshoes Summon fey - 2 (Domain) Magic stone
2 lvl (7): Creeping Cold Halo of sand Heart of air Kelpstrand Obscuring snow Snake's Swiftness, Mass - 2 (Domain) Soften Earth and Stone
3 lvl (7): Alter fortune Sleet storm Flame sands Heart of Water - 2 Primal Instinct Resist energy, mass (Domain) Stone shape
4 lvl (5): Boreal wind Enhance wild shape - 2 Last breath Primal senses (Domain) Spike stones
5 lvl (5): Bite of the weretiger Blizzard Control winds Panacea Rejuvenation cocoon (Domain) Wall of stone
6 lvl (4): Resistance, superior Dispel magic, greater Energy immunity Mudslide (Domain) Stoneskin
Wild shape: 3/3 Rod, Lesser (Extend): 3/3 Third Eye (Clarity): 1/1 Chronocharm of Horizon Walker: 1/1 Chronocharm of Uncaring Archmage: 1/1 Chronocharm of Grand Master: 1/1 Glyph seal: Barkskin 0/1
25000 gp - Periapt of wisdom +4 (+Health +2 +3 chronocharms) 17000 gp - Monk's belt+wilding clasps 8000 gp - Ring of the beast 6000 gp - Ring of anticipation 5500 gp - Shadow cloak 4000 gp - Headband of Intellect +2 3000 gp - Third Eye Clarity: 1/day negate confused, dazed, fascinated, or stunned 3000 gp - Rod of Extend, Lesser 1000 gp - Glyph seal 1600 gp - Dukar Hand Coral 600 gp - Pearl of speech 1000 gp - Pearl of power 215 gp - Aurial Sapphire 2000 gp - Handy Haversack Clothing Component Poach Flask
185 gp left
Spent: Frog God's Phane - 2000 gp Otyugh hole - 3000 gp Embrace the dark chaos + Shun the dark chaos - 4900 gp
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Абдул аль-Хазред
Автор: |
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Dargot |
Раса: |
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Человек |
Класс: |
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Маг |
Мировоззрение: |
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Принципиальный нейтральный |
Внешность
Высокая, худощавая фигура Аль-Хазреда покоилась в седле Хамсина - огромного черного коня с дымчато-серыми гривой и хвостом, чьи копыта не издавали ни звука из мощеной плитами мостовой. Он был одет в свободную одежду кочевников - халат, подпоясанный кушаком, шаровары, сапоги из мягкой кожи, тюрбан поверх головного платка - куфии - вся одежда разных оттенков песчаного, грязно-желтого цвета. Из-под слегка ослабленной куфии было видно ястребиное, выдубленное солнцем и песком лицо неопределенного возраста - может быть и двадцать и пятьдесят, пустыня крадет годы - с болезненно горящими глазами, жилистые, покрытые мозолями руки, похожие на руки мумии, крепко сжимали поводья. За поясом аль-Хазреда был заткнут кривой кинжал, другого оружия не видно - похоже, чародей больше доверяет своей волшбе, нежели оружию...
Характер
Аль-Хазред - человек, победивший свои страсти. Победивший, а не уничтоживший - иногда он дает им волю, но - тогда и так, когда и как сам решит. Тоже можно сказать об обществе - он не игнорирует общественные нормы и установления (и уж тем более, не стремится показать, что игнорирует) - просто сам решает, когда и какие нормы игнорировать - а когда нет. В каком-то смысле, можно сказать, что он ушел в собственный монастырь собственной религии, где сам же и настоятель.
Абдул велеречив и цветаст в словах - хотя это наполовину особенности культуры, в которой он вырос - а наполовину способ скрыть свои мысли. Коварен, скрытен, осторожен, подозрителен, терпелив и мстителен, как и положено восточному придворному. Осторожен, очень терпелив.
История
Когда-то его звали Саид, Саид ибн Мункид, младший и любимый сын Мункида ибн Хусейна, занимающего высокую должность Смотрителя Городских Рынков Калимпорта. Карьера чиновника не привлекала Саида, скучным спискам товаров он с детства предпочитал ветхие, пахнущие пустыней и тайной манускрипты, его манило все, что было сокрыто от других – тайны, загадки, секреты – любая крупица знаний, которая не была бы открыта людям. В первую очередь, естественно, магия. Она – ключ, она же и клад, магия сама по себе тайна, и она же открывает все тайны мира, поэтому неудивительно, что именно магия с юных лет влекла Саида сильнее всего. Старый Мункид ибн Хусейн не препятствовал сыну – в конце концов, три старших брата Саида – Азиз, Гамзат и Сани - обещали достойно продолжить дело отца, почему бы не позволить любимцу заниматься тем, к чему лежит душа? До 20 лет Саид жил в свое удовольствие, спокойно отдавал себя любимому делу… Все изменилось быстро и страшно. Отец и братья были арестованы и казнены на главной площади Калимпорта по обвинению в подготовке покушения на самого султана Амуна - да не собьется конь его судьбы с галопа побед! Саид, предупрежденный друзьями отца, бежал. Где спастись несчастному изгнаннику, где искать укрытие? Саид выбрал Марширующие Горы – там, где в отдаленных горных крепостях, янычары султана Амуна – да прольются на него тучи предзнаменований дождем удачи! – сражаются с горными орками, он сможет спрятаться. Саид отпустил себе волосы как у горца, научился говорить как горец и усвоил себе горские манеры. Он также стал есть много чеснока, чтобы от него пахло, как от настоящего горца. В таком виде он сумел поступить на военную службу и даже прослужил несколько месяцев. Но если небо – лук, а Бэлрос – лучник – кто может уклониться от стрел? Сам султан Амуна – да падут колосья его врагов под серпом судьбы! – собрал армию в поход, желая обрушить мощь своего гнева на головы соседей. Призвал под стяг он и некоторые отряды из горных крепостей, в том числе и тот, в котором служил Саид. Юноша не волновался – узнать его было очень сложно, да и кто стал бы искать несчастного изгнанника, лишенного всех званий и владений? Он, однако, ошибался. В один из дней его придали – якобы, понадобился проводник - к разъезду из другого отряда, который гонялся по пустыне за неуловимыми Волками Пустыни, разбойниками, осмеливающимися тревожить обозы армии самого султана Амуна – да уподобится его царствование блеском Солнцу, а продолжительностью – Луне! Саид, ничего не подозревая, ехал рядом с командиром разъезда, как на его голову сзади обрушился страшный удар. Очнулся он уже связанным, с заткнутым ртом и закопанным по шею в песок. Несмотря на полуденную жару, дрожь охватила Саида при мысли о том, какая именно смерть ему грозит. Солдаты – вернее, убийцы – скрылись за барханом, так и не сказав Саиду ни единого слова. Понимая, что Солнце убьет его в течение нескольких часов, Саид решил использовать тот единственный, маленький шанс, который у него был. Разъезд не видел Волков Пустыни, но это не значило, что Волки не видели солдат. Заметив, что противников стало на одного меньше, Волки, вероятно, осмотрят то место, где пропал солдат – хотя бы, чтобы ограбить труп. Значит, надо постараться сделать так, чтобы Волки добрались до Саида раньше, чем Солнце превратит его мозг в пилав. Давясь, Саид лихорадочно разжевывал кляп, пока тот не размягчился настолько, что стало возможным его выплюнуть. Тогда, юноша начал петь – немузыкально, зато громко. Сначала он пел. Потом орал. Потом – когда пересохшая глотка не могла более издавать звуки – сипел. Потом мычал. Когда он уже терял сознание, по песку затопал чьи-то шаги. Нашли… Очнулся Саид в шатре из верблюжьей шерсти, с мокрой тряпкой на лбу и связанными руками. Наткнувшиеся на него кочевники вылечили пленника – сделали его рабом. Год Саид трудился от зари до зари в племени кочевников, выполняя самую черную и тяжелую работу – ничего нужного он, в сущности, делать и не умел. Потом его пригнали к какому-то поселку и там продали работорговцу из Калимпорта. Тот пригнал Саида на огромный рынок – то самый, за которым недавно надзирал отец Саида – и продал купцу Мусе, которому нужен был раб для караванной работы. Продал на том самом помосте, на котором сам Саид каких-то полтора года назад сам осматривал рабов, выбирая рабынь для своего гарема. У Мусы Саид отработал долгих четыре года. Тот исходил со своим караваном весь Калимшан, бывало, забирался и дальше. В пути Саид работал – ухаживал за верблюдами. В городах его просто сажали в зиндан, на цепь – чтобы не сбежал. Все четыре года в душе Саида копилась ненависть. Ненависть большая - к тому, из-за кого погибли его родные, из-за кого он обречен на тяжелую рабскую судьбу. Саид был уверен – есть такой. Ведь узнал же его кто-то... Если бы узнавший просто хотел получить награду – он бы донес, но на Саида не донесли, его хотели убить тайно – значит, его узнал кто-то, кто не хочет, чтобы то дело снова ворошили. Кроме большой ненависти, Саид не забывал и малые. К Мусе-хозяину. К кочевникам, сделавшим его рабом. К тем солдатам, что закопали его в песок. Каждый день он клялся, что все мучения, что выпали на его долю, десятикратно отольются всем его обидчикам, и стократно – главному, тому, кого он пока не знал. К исходу четвертого года рабства Саида у Мусы, караван сбился с пути в пустыне Калим – не иначе, дэвы за что-то прогневались на торговца, погонщик у него был опытный. Потом песчаная буря взяла себе половину верблюдов две трети людей и всю воду – их просто не сумели найти под толщей песка. Когда стало ясно, что воду не найти, кто-то из обреченных принялся молиться, кто-то просто понуро сидел на песке… Саид предпочел искать – вдруг, ну вдруг да найдется бурдюк с водой. В своих поисках он дошел до самого гребня огромного бархана – хотя, в общем, было ясно, что там воды точно нет – и вдруг заметил с другой стороны бархана, у подножия, черную точку. Оглянувшись – не следит ли за ним кто? – он опрометью перевалил гребень и, увязая в песке, бросился вниз – вдруг, вода? Воды не было. Черная точка оказалась высохшей мумией собрата Саида по несчастью, поднятой на поверхность песчаной бурей – вся разница между ними заключалась только в том, что тот, кто стал мумией, умер в пустыне много лет назад… а Саиду это еще предстояло. Никакой воды на трупе, естественно, не было – только неплохой кинжал, несколько монет да футляр для свитков с какими-то пергаментами – сухой лимат пустыни сохранил это все с издевательской тщательностью. В отчаянии Саид тормошил мумию – и вдруг, на ее пальце блеснуло кольцо – а вместе с ним и надежда. Саид уже видел такие кольца. Кольца, которые не дают умереть от голода и жажды. Еще раз оглянувшись – не видит ли его кто? – Саид одел кольцо себе на палец, еще раз обыскал мумию, забрал у нее вещи, и бросился прочь от обреченного каравана. Отойдя от каравана на достаточное, как ему казалось расстояние, Саид лег на песок. Ему не показалось – он не чувствовал жажды! Кольцо действовало. Бывший раб истерически захохотал – там, в нескольких милях, сейчас умирал Муса, хозяин, умирал в страшных мучениях, умирал, как баран, как собака, как свинья, а он, презренный раб, был до сих пор жив – и имел надежду жить дальше. Выждав до конца дня, и ночь, и еще один день, и еще одну ночь, Саид вернулся к каравану. Его ожидания не обманулись. На песке лежали трупы людей и животных, и среди них – труп ненавистного Мусы. Не в силах сдержать чувств, Саид несколько раз пырнул труп Мусы кинжалом, затем собрал те вещи, которые было легко нести и легко продать, повесил себе на пояс саблю одного из телохранителей Мусы – и был таков. Дороги он не знал, но направление движения примерно себе представлял, а жажда и голод ему не грозили. Пощадили и другие опасности пустыни – Саид не попался ни пустынным демонам, ни разбойникам, ни солдатам, ни диким зверям... Через две недели он вышел к небольшому городку на краю пустыни – вышел как свободный человек. Впервые за пять лет. Там Саид продал вещи, взятые им из каравана, сходил в баню, отмылся, попарился, постригся, побрился, размял кости у массажиста, хорошо поел, поспал в постели, купил себе женщину… - все это тоже впервые за пять лет. Лежа в чистой кровати, Саид физически чувствовал, как уходит из тела усталость долгих лет рабства, расправляется спина, проходит то отупение, которое спасает рабу рассудок… И тут он вспомнил о взятом у мумии футляре. Тогда, в пустыне, он взял его с собой машинально, повинуясь давно забытым рефлексам – за две недели в пустыне Саид так и не заглянул в футляр… Но сейчас он вдруг остро ощутил – насколько же он соскучился по своему, родному – по знаниям, по тайнам, по книгам, просто по написанному тексту… Вытряхнув свитки на стол, он придвинул масляную лампу, и принялся читать. Осознание, КОГО именно он нашел, пришло сразу. Абдул аль-Хазред, легендарный безумный мудрец, книжник и искатель сокровищ, нашедший не один древний город и пропавший в пустыне около ста пятидесяти лет назад в поисках Ирема – легендарного города радужных башен, занесенного песком тысячи лет назад… Из свитков следовало, что Ирем он нашел. Более того – стало ясно, где именно он его нашел. Сдерживаться Саид не мог. Ночью он бросился на поиски верблюда и припасов, и на рассвете же направился в пустыню, к башням Ирема. Он нашел Ирем – вернее, торчащую над песками верхушку самого высокого его минарета. И спустился вниз. И прошел подземными переходами, сохранившимися в скальном основании Ирема еще с тех времен, когда был основан город, и прочел письмена на стенах его храмов, рассказывающие, как древние хозяева Ирема общались с дэвами и заставляли их служить себе. Там, в Иреме умер Саид – Саид отказался от своего имени. И возродился Абдул-аль-Хазред – он взял себе это имя. Тот, кто когда-то был Саидом, в черной одежде, на черном скакуне рыскал по городам на краю пустыни… Он никогда не открывал своего лица. Не ел. Не пил. Был ли он человеком? Люди не могли придти к согласию. Тот, кто когда-то был Саидом, нашел тех солдат, кто закопал его. Пять лет назад их было десять, под командованием десятника. Сейчас осталось шестеро, а десятник стал сотником. Дэвы задушили солдат и содрали с десятника кожу. Живьем. Потом тот, кто когда-то был Саидом, взялся за своего главного врага. Он вернулся в Калимпорт и открылся тому из друзей отца, кто годы назад предупредил Саида и дал ему возможность бежать. Открылся визару Хакиму. С помощью дэвов и со знаниями визара они выяснили – кто оклеветал старого Мункида. Тот, кто ненавидел Хакима и сейчас. Первый военачальник султана – да хранит его крыша мудрости от невзгод испытаний! Даже дэвы не могли помочь тому, кто когда-то был Саидом, убить военачальника. И ни могущество Хакима, ни его искушенность в придворных интригах, не могли помочь ему победить противника. Поэтому визар Хаким решил действовать другим путем. Он решил отдать в руки своего врага самого Саида. Предать своего гостя! Но Саид давно перестал быть Саидом и стал Абдулом аль-Хазредом. Дэвы предупредили его, дэвы помогли вырваться ему из смертельной ловушки, дэвы перенесли его из города. Тот, кто был Саидом бежал. Далеко, на край света. Но он вернется. Обязательно вернется.
Навыки
STR: 8(-1) = 8(0pts) DEX: 14(+2) = 14(6pts) CON: 14(+2) = 14(6pts) INT: 25(+7) = 18(16pts) + 3(lvl) + 4(Headband of Intelligence +4) WIS: 10(+0) = 10(2pts) CHR: 10(+0) = 10(2pts) HP: (4+2) + 11*(d4+2) = 28 + 11d4 = 80 Init: +8 = +2(Dex) + 2(Aggressive) + 4(Improved Initiative) AC: 12(2 Dex - 1 Aggressive + 1 Shadow Cloak), Touch 12, Flat 10 AC with Greater Magic Armor: 18, Touch 12, Flat 16 Saves: Fort +6 / Ref +6 / Will +8 BAB: +6, Melee +3, Ranged +8, Grapple +3 Speed: 30ft Load: <=26/27-53/54-80/>=81 Male Human Conjurer 3 / Master Specialist 4 [CM, pg.70] /Malconvoker5 [CS, pg.48] Alternate Class Features: - Focused Specialist [CM, pg.34] - Prohibited Schools: Enchantment, Evocation, Necromancy - Rapid Summoning [UA, pg.60] - Enhanced Summoning [UA, pg.60] Traits&Flaws: - Aggressive [UA, pg.87] - Dishonest [UA, pg.87] - Noncombatant [UA, pg.91] Class Abilities: - [Wiz01] Proficiencies: Club, dagger, light crossbow, heavy crossbow, quarterstaff - [MSpec02] Expanded spellbook - [MSpec04] Minor School Esoterica - conjuration (Ex) - [Malc01] Deceptive summons (Su) - [Malc01] Unrestricted conjuration - [Malc02] Planar binding - [Malc04] Deceptive summons (fury) (Su) - [Malc05] Fiendish legion (Ex) Feats: - [Human] Improved Initiative - [Flaw1] Spell Focus (Conjuration) - [HD01] Cloudy Conjuration [CM, pg. 40] - [HD03] Transdimensional Spell [CArc, pg.84] - [HD06] Metamagic School Focus (conjuration) [CM, pg. 45] - [HD09] Summon Elemental [CM, pg. 47] - [HD12] Quick Recovery [LotM, pg.181] - [Wiz01] Augmented Summoning - [MSpec01] Skill Focus (Spellcraft) - [MSpec03] Greater Spell Focus (Conjuration) - [Malc03] Skill Focus (Bluff) Skills: 110sp = (2+4+1)*10 + (2+5+1)*5 Class: Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Disguise(Cha), Knowledge(all)(Int), Profession(Wis), Spellcraft(Int) - Appraise +9 = 1(2sp) + 7(Int) - Bluff +19 = 15(19sp) + 3(SF) + 1(Dishonest) - Concentration +17 = 15(15sp) + 2(Con) - Craft(alchemy) +9 = 2(2sp) + 7(Int) - Decipher Script +8 = 1(1sp) + 7(Int) - Diplomacy +0 = +2(synergy) - 2(Dishonest) - Heal +1 = 1(2sp) - Intimidate +2 = +2(synergy) - Knowledge(arcana) +22 = 15(15sp) + 7(Int) - Knowledge(architecture&engineering) +8 = 1(1sp) + 7(Int) - Knowledge(dungeoneering) +8 = 1(1sp) + 7(Int) - Knowledge(geography) +8 = 1(1sp) + 7(Int) - Knowledge(history) +8 = 1(1sp) + 7(Int) - Knowledge(local) +8 = 1(1sp) + 7(Int) - Knowledge(nature) +8 = 1(1sp) + 7(Int) - Knowledge(nobility&royality) +8 = 1(1sp) + 7(Int) - Knowledge(planes) +22 = 15(13sp) + 7(Int) - Knowledge(religion) +8 = 1(1sp) + 7(Int) - Listen +1 = 1(2sp) - Ride +5 = 3(6sp) + 2(Dex) - Sleight of Hand +4 = 2(Dex) + 2(synergy) - Spellcraft +27 = 15(15sp) + 7(Int) + 3(SF) + 2(synergy) - Search +8 = 1(2sp) + 7(Int) - Spot +1 = 1(2sp) - Survival +1 = 1(2sp) - Swim +0 = 1(2sp) - 1(Str) Magic Prohibited Schools: Enchantment, Evocation, Necromancy Save DC: 17(Conjuration-19) + spell level Spells per Day: 0th-lvl-3+3, 1st-lvl-5+3, 2nd-lvl - 5+3, 3rd-lvl - 5+3, 4th-lvl - 3+3, 5th-lvl - 2+3, 6th-lvl - 1+3 Buffs: Gemjump, Darkvision(11h), Detect Scrying(24h), Disobedience(11h), Greater Mage Armor(11h), Nondetection(11h) на себя Mage Armor(11h) на Грервиарка Memorize: 0th: Detect Magic, Mage Hand, Prestidigitation + Acid Splash*3 1st: Feather Fall, Nerveskitter, Protection from Evil, Shield, Stand + Benign Transposition, Blockade, Mage Armor2nd: Celerity, Lesser, Darkvision, Invisibility, Mirror Image, See Invisibility + Dimension Hop, Glitterdust, Web 3rd: Disobedience, Fly*2, Magic Circle against Evil, Nondetection + Greater Mage Armor, Sleet Storm, Wall of Chains 4th: Celerity, Detect Scrying, Mass Resist Energy + Dimension Door, Evard's Black Tentacles, Solid Fog 5th: Break Enchantment, Prying Eyes + Summon Monster V*3 6th: Greater Dispel Magic + Summon Monster VI*3 STR: 8(-1) = 8(0pts) DEX: 14(+2) = 14(6pts) CON: 14(+2) = 14(6pts) INT: 25(+5) = 18(16pts) + 3(lvl) + 4(Headband of Intelligence +4) WIS: 10(+0) = 10(2pts) CHR: 10(+0) = 10(2pts) Male Human Conjurer 3 / Master Specialist 4 [CM, pg.70] /Malconvoker5 [CS, pg.48] Alternate Class Features: - Focused Specialist [CM, pg.34] You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher level wizard spells, you lose one spell slot from each new level of spells you can cast. You must also choose another prohibited school of magic, which can't be divination. - Prohibited Schools: Enchantment, Evocation, Necromancy - Rapid Summoning [UA, pg.60] Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefi ts from enhancing a summon monster spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar. - Enhanced Summoning [UA, pg.60] At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat. Traits&Flaws: - Aggressive [UA, pg.87] Benefit: You gain a +2 bonus on initiative checks. Drawback: You take a –1 penalty to Armor Class. - Dishonest [UA, pg.87] Benefit: You gain a +1 bonus on Bluff checks. Drawback: You take a –2 penalty on Diplomacy checks. - Noncombatant [UA, pg.91] You take a –2 penalty on all melee attack rolls. Class Abilities: - [Wiz01] Proficiencies: Club, dagger, light crossbow, heavy crossbow, quarterstaff - [MSpec02] Expanded spellbook When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level. - [MSpec04] Minor School Esoterica - conjuration (Ex) Any creature you summon or call appears with extra hit points equal to your caster level. - [Malc01] Deceptive summons (Su) At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature’s Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell’s duration ends). If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect. - [Malc01] Unrestricted conjuration For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school. - [Malc02] Planar binding Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level. 5th: lesser planar binding. 6th: planar binding. 8th: greater planar binding. - [Malc04] Deceptive summons (fury) (Su) Beginning at 4th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning). - [Malc05] Fiendish legion (Ex) Once you attain 5th level, whenever you use a summon monster spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind. Feats: - [Human] Improved Initiative You get a +4 bonus on initiative checks. - [Flaw1] Spell Focus (Conjuration) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. - [HD01] Cloudy Conjuration [CM, pg. 40] When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. - [HD03] Transdimensional Spell [CArc, pg.84] A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the area of effect. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell's actual level. - [HD06] Metamagic School Focus (conjuration) [CM, pg. 45] Choose a school of magic for which you have the Spell Focus feat, or the school in which you have specialized. Three times per day, you can reduce by one level the cost of a metamagic feat applied to a spell of the chosen school. If you prepare spells, you can have only up to three such reduced cost spells prepared at any time. - [HD09] Summon Elemental [CM, pg. 47] As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells. - [HD12] Quick Recovery [LotM, pg.181] Whenever you begin your turn stunned or dazed, you can make a new saving throw at the original DC of the effect that stunned or dazed you in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused you to become stunned or dazed did not allow a saving throw, you can recover by succeeding on a Will save (DC 10 + 1/2 HD or caster level of originator of effect + relevant ability modifi er, or Cha modifier if there isnot an obvious ability linked to the effect). - [Wiz01] Augmented Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. - [MSpec01] Skill Focus (Spellcraft) You get a +3 bonus on all checks involving that skill. - [MSpec03] Greater Spell Focus (Conjuration) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. - [Malc03] Skill Focus (Bluff) You get a +3 bonus on all checks involving that skill. Skills: 110sp = (2+4+1)*10 + (2+5+1)*5 Class: Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Disguise(Cha), Knowledge(all)(Int), Profession(Wis), Spellcraft(Int) - Appraise +9 = 1(2sp) + 7(Int) - Bluff +24 = 15(19sp) + 3(SF) + 1(Dishonest) + 5 (Choker of Eloquence) - Concentration +17 = 15(15sp) + 2(Con) - Craft(alchemy) +9 = 2(2sp) + 7(Int) - Decipher Script +8 = 1(1sp) + 7(Int) - Diplomacy +5 = +2(synergy) - 2(Dishonest) + 5 (Choker of Eloquence) - Heal +1 = 1(2sp) - Intimidate +2 = +2(synergy) - Knowledge(arcana) +22 = 15(15sp) + 7(Int) - Knowledge(architecture&engineering) +8 = 1(1sp) + 7(Int) - Knowledge(dungeoneering) +8 = 1(1sp) + 7(Int) - Knowledge(geography) +8 = 1(1sp) + 7(Int) - Knowledge(history) +8 = 1(1sp) + 7(Int) - Knowledge(local) +8 = 1(1sp) + 7(Int) - Knowledge(nature) +8 = 1(1sp) + 7(Int) - Knowledge(nobility&royality) +8 = 1(1sp) + 7(Int) - Knowledge(planes) +22 = 15(13sp) + 7(Int) - Knowledge(religion) +8 = 1(1sp) + 7(Int) - Listen +1 = 1(2sp) - Ride +5 = 3(6sp) + 2(Dex) - Sleight of Hand +4 = 2(Dex) + 2(synergy) - Spellcraft +27 = 15(15sp) + 7(Int) + 3(SF) + 2(synergy) - Search +8 = 1(2sp) + 7(Int) - Spot +1 = 1(2sp) - Survival +1 = 1(2sp) - Swim +0 = 1(2sp) - 1(Str) Magic Prohibited Schools: Enchantment, Evocation, Necromancy Save DC: 17(Conjuration-18) + spell level Spells per Day: 0th-lvl-3+3, 1st-lvl-5+3, 2nd-lvl - 5+3, 3rd-lvl - 5+3, 4th-lvl - 3+3, 5th-lvl - 2+3, 6th-lvl - 1+3 Spells known: 0th-lvl: Abjuration: Resistance Conjuration: Acid Splash, Caltrops [SpC, pg. 42] Divination: Detect Poison, Detect Magic, Read Magic Illusion: Ghost Sound, Silent Portal [SpC, pg. 190], Unnerving Gaze [BoVD, pg. 108] Transmutation: Amanuensis [SpC, pg. 9], Launch Bolt [SpC, pg. 130], Launch Item [SpC, pg.130], Mage Hand, Mending, Message, No Light [BoVD, pg. 100], Open/Close, Repair Minor Damage [SpC, pg. 173], Slash Tongue [BoVD, pg. 103], Stick [SpC, pg. 206] Universal: Arcane Mark, Prestidigitation 1st-lvl: Abjuration: Alarm, Endure Elements, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield Conjuration: Benign Transposition [SpC, pg.27], Blockade[CS, pg.95], Grease, Mage Armor, Obscuring Mist, Stand [PHB2, pg. 125], Summon Monster I, Unseen Servant Divination: Comprehend Languages, Detect Secret Doors, Identify, Instant Search [SpC, pg. 124], Locate City [RoD, pg. 166], True Strike Illusion: Color Spray, Disguise Self, Serene Visage [SpC, pg. 182] Transmutation: Enlarge Person, Expeditious Retreat, Feather Fall, Nerveskitter [SpC, pg. 146] 2nd-lvl: Abjuration: Arcane Turmoil [PHB2, pg. 96], Resist Energy Conjuration: Dimension Hop [PHB2, pg. 110], Fog Cloud, Glitterdust, Summon Monster II, Web Divination: Chain of Eyes [SpC, pg. 45], Detect Thoughts, Locate Object, See Invisibility Illusion: Blinding Color Surge [PHB II, pg. 104], Invisibility, Mirror Image Transmutation: Alter Self, Celerity, Lesser [PHB II, pg. 105], Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Rope Trick 3rd-lvl: Abjuration: Disobedience [CS, pg.97], Dispel Magic, Magic Circle against Evil, Nondetection Conjuration: Greater Mage Armot [SpC, pg. 136], Phantom Steed, Sleet Storm, Stinking Cloud, Summon Monster III, Wall of Chains [BoVD, pg. 110] Divination: Alter Fortune [PHB II, pg. 101], Arcane Sight, Clairaudience/Clairvoyance, Tongues Illusion: Invisibility Sphere, Mask of the Ideal [CM, pg. 110] Transmutation: Fly, Halt [PHB2, pg. 114], Haste, Shrink Item, Slow 4th-lvl: Abjuration: Dimensional Anchor, Remove Curse, Resist Energy, Mass [SpC, pg. 174] Conjuration: Dimension Door, Evard's Black Tentacles, Summon Monster IV, Solid Fog Divination: Assay Spell Resistance [SpC, pg.17], Detect Scrying, Scrying Illusion: Greater Mirror Image [PHBII, pg. 120], Improved Invisibility Transmutation: Celerity [PHB II, pg.105], Spell Enhancer [SpC, pg.198], Voice of the Dragon [SpC, pg.232] 5th-lvl: Abjuration: Break Enchantment Conjuration: Cloudkill, Planar Binding, Lesser, Summon Monster V, Teleport Divination: Contact Other Plane, Prying Eyes Transmutation: Flesh to Ice [Frost, pg.94] 6th-lvl: Abjuration: Dispel Magic, Greater Conjuration: Freezing Fog [SpC, pg. 99], , Planar Binding, Summon Monster VI Divination: Eye of Stone [RoS, pg. 162], Scry Location, True Seeing
Инвентарь
Cash: 33,2 gp
Magic Items: Choker of Eloquence [CAdv, pg. 132] (6000gp) Everburning torch (w. sheath) (110gp, 1lb) Headband of Intellect +4 (16000gp, 1lb) Healing belt [MIC, pg.110] (750gp, 1lb) Heward's Handy Haversack (2000gp, 5lb) Ring of Mighty Summons [CM, pg. 127] (14000gp) Ring of Sustenance (2500gp) Shadow Cloak [DotU, pg. 101] (5500gp, 1lb) Talisman of Undying Fortitude [MIC, pg. 188] (8000gp) Third Eye Clarity [MIC, pg. 141] (3000gp)
Spellbook [CArc, pg. 140] (170gp, 8lb) - Bronze (metal, soft) cover and vellum pages (hardness 6, 8 hp). Focuses: Gemjump (500gp), Scrying(1000gp)
Mundane: Dagger (2gp, 1lb)
Desert outfit
Fine shaving razor and other personal staff (1gp, 1lb) Mirror (10gp, 0,5lb) Sewing needle and threads (0,5gp) Healer's kit (50gp, 1lb) Bedroll (0,1gp, 5lbs) Flint and steel (1gp)
Pouch, belt (1gp, 0,5lb) Spell component pouch (5gp, 0,25lb) Bandoleer, masterwork (5gp, 0,5lb)
Case, map or scroll (1gp, 0,5lb) Ink, black (8gp) Inkpens*2 (0,2gp) Parchment*10 (2gp)
Scrolls: 1st-lvl: 19, 475gp 2nd-lvl: 17, 2550gp 3rd-lvl: 16, 6000gp 4th-lvl: 11, 7700gp 5th-lvl: 3, 3375gp 6th-lvl: 5, 8250gp --------- 28350gp
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Квестор Гарланд
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Томми Аткинс |
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Человек |
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Воин |
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Принципиальный нейтральный |
Внешность
Мужчина средних лет. Рост выше среднего, сложение субтильное, глаза серые. Всегда до синевы выбрит и очень коротко стрижен. Взгляд пристальный, ищущий - в общем, неприятный. Не создаёт стремления завязать знакомство. Одежда зажиточного ремесленника, на безымянном пальце левой руки - кольцо жёлтого металла. Впрочем, если его просветить - немагическое кольцо. И вообще нет при нем ни магии, ни оружия или там доспехов. Руки всегда измазаны засохшей глиной - гончар он и есть гончар.
Характер
Гарланд необщителен. Ему трудно заводить знакомства и нравиться людям. Но по каким-то причинам он считает нужным быть в курсе всех новостей в жизни королевства и, в особенности, в жизни села Гадюкино, где он последние пару лет процветает в роли местного гончара. Все его тут знают и все скажут, что гончар он так себе, на троечку, пользуется тем, что других нету у нас, но мужик стоящий - всегда нальет, и взаймы даст, и в беде поможет. А то, что боится он незнакомцев и в кабаке всегда садится спиной к глухой стене - ну, кто ж без тараканов в голове. Его подмастерье Том и его служанка, она же кухарка Бетси - опять же говорят, что хозяин он щедрый и не заносчивый. Хозяин скобяной лавки, правда, бает, что Гарланд беглый каторжник - но бает тихо и с оглядкой. Ясное дело, теперь импортных горшков к нам не возить - плохие Гарланд делает, а хорошие нам так и так не по карману.
История
Некоторое время назад Харланд служил в элитном диверсионном подразделении некоего царства-государства. Назовём его Империей. Служил верой и правдой, но случилась с ним, товарищи, промашка ужасная - увидел он то, чего видеть никак не следовало, а хуже того - о факте этом прискорбном стало известно тем, кому положено. И тут уж оставалось нашему герою только умереть или убежать. Он выбрал второе, хотя и не без колебаний. И сейчас живёт в нашем славном захолустье, надеясь, что Родина забыла своего не путевого сына. Любой шум, привлекающий внимание сильных мира сего к этому тихому королевств - для Гарланда что нож острый.
Навыки
Квестор Гарланд, Male, Human, L.NAge: 34 height: 6’2’’ (185 см), weight: 187 lb (85 кг) Класс-12 Swordsage 7, Master of the Nine 5 Deity: Kelemvor AbilitiesStr 10 [+0] 2 points Dex 22 [+6] 10 points Gloves of Dexterity +4 +2 level adjustment Con 16 [+3] 6 points Vest of Health +2 Int 12 [+1] 4 points Wis 21 [+5] 10 points + Headband of Owl Wisdom+4+1 level adjustment Cha 8 [-1] 0 points Saving ThrowsFort: 5=3[Class]+3[Con]-1[Trait] but see Mind over Body Maneuver memorized Ref: +15=6[Class]+6[Dex]+3[Ench] Will: +15= 9[Class]+5[Wis]+1[Trait], +20 against Mind affecting spells and abilities 3 times a day. Combat StatsBAB: +9 Standard Melee Attack: +18= +9[BAB] +6 [Dex]+1 weapon focus Shadow Hand weapons+2 Shadow hand Short Sword Any Strike: +20= +9[BAB] +6 [Dex]+1 weapon focus Shadow Hand weapons+2 Shadow hand Short Sword+2 [Mastery of Nine] Any Shadow Hand Maneuver on: +22= +9[BAB] +6 [Dex]+1 weapon focus Shadow Hand weapons+4 Shadow hand Short Sword+2 [Mastery of Nine] - Damage: 1d6+0[Str] +1 enchantment - Damage Any strike:1d6+8= 1d6+0[Str], +1 enchantment +7[Number of schools memorized]+strike damage - Damage Any strike if Shadow Hand Stance on: 1d6+14+strike damage=1d6+0[Str], +1 enchantment +7[Number of schools memorized]+6[Dex] Damage Tiger Claw if Shadow Hands Stance on: 1d6+19+strike damage = 1d6+0[Str], +1 enchantment +7[Number of schools memorized]+6[Dex]+5[Wis] Full attack – не используется. Standard Ranged Attack: +12 = +8 [BAB] + 6 [Dex] -2[Flaw] Shadow Noose(onlly aginst flat footed opponents) +14 = +8[BAB]+6 [Dex]-2 [Flaw]+2 [Mastery of the Nine] Damage 8D6+7 + Fort(DC 22 to be stunned for 1 round) Armor Class: 27= + 5[Armor] + 6[Dex] +5[Wis]+1 [Dodge (feat bonus)] Against 1 ranged attack per day: 32; Against grapple (only first check when someone trying to get in grapple with you): 37 Flat-footed AC: = 20 = 10 +5 [Armor]+5[Wis] Touch AC: = 22= 10+6[Dex] +5[Wis]+1 [Dodge (feat bonus)] HP: 93/93 [Dmg: ...]= 8+4,5*11+36[Con]=93 Initiative: +14 = +6 [Dex]+4[Feat]+2[Quck to act, class]+2[Competence Belt of Battle] LanguagesCommon, Orc Class Features Swordsage: As a swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields. AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless. Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change. Weapon Focus: [Shadow Hand]: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4. Insightful Strikes: [Tiger Claw]: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th levels Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful. Master of the nine Maneuvers: At each odd-numbered level, you gain two new maneuvers known from any of the nine disciplines. At each even-numbered level, you gain one new maneuver known from any of the nine disciplines. You must meet a maneuver's prerequisite to learn it. You add your full master of nine levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At each level, you gain an additional maneuver readied per day. Stances Known: At 2nd level and again at 4th level, you learn a new martial stance from any discipline. You must meet a stance's prerequisite to learn it. Dual Stance (Ex): Starting at 2nd level, you can choose to not lose your current stance when you enter a different stance from another discipline. The amount of time you can spend in two stances is limited. You can use this ability to gain the benefits of two stances for a maximum of 2 rounds per class level each day, split up as you desire among multiple uses and multiple stance pairs. Perfect Form (Ex): Beginning at 3rd level, you initiate your maneuvers with greater fluidity and grace. The save DC (if any) of any maneuver you initiate increases by 1. Counter Stance (Ex): From 4th level on, whenever you initiate a counter maneuver, you can change your stance as part of the counter's action, even if it is not your turn. Mastery of Nine (Ex): At 5th level, you have attained mastery of all nine disciplines. You gain a +2 bonus on attack rolls made when initiating any strike maneuver, and your strikes deal extra damage equal to the number of disciplines you readied maneuvers from at the beginning of the day. For example, if you ready maneuvers from six different disciplines, you gain a +6 bonus on damage rolls when you initiate your strikes.
Stances: Hearing unseen/Dancing Blade Form/Dance of the Spider/Hunter`s Sense/Flame`s blessing Maneuvers: Shagow noose *, Rabid Bear strike *, Insightful Strike Greater *, Elder Mountain Hammer *, Shadow stride*, Searing Blade *, Iron Hearth Focus *, Iron Hearth Surge*, Insightful Strike *, Mind over body *, Baffling defence * Reserve: Wall of blades, Cloak of deception,Mountain Hammer, Sudden Leap, Mighty throw, Burning Blade, Stone bones, Moment of Perfect Mind, Distracting Amber. Манёвры и стансы Maneuvers known 20/ready 11/stances 5 Can recover all expended maneuvers with a fool round action. Hearing the Air (Tome of Battle: The Book of Nine Swords, p. 63)
Diamond Mind (Stance) Level: Swordsage 5 (Two Diamond Mind maneuvers), Warblade 5 (Two Diamond Mind maneuvers), Components: Casting Time: 1 swift action Range: Personal Target: You Duration: Stance
Your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses. Drawing on your combat training, sharpened senses, and capability to predict your enemy?s moves, you become a faultless sentinel on the battlefield. Even the smallest detail or stealthiest enemy cannot hope to evade your notice. While you are in this stance, you gain blindsense out to 30 feet and a +5 insight bonus on Listen checks.
Dancing Blade Form (Tome of Battle: The Book of Nine Swords, p. 67)
Iron Heart (Stance) Level: Warblade 5 (Two Iron Heart maneuvers), Components: Casting Time: 1 swift action Range: Personal Target: You Duration: Stance
You strike forward like a slithering snake, extending yourself almost beyond your ability to maintain your balance. Your foe stumbles backward, surprised that you could reach him from such a great distance. By carefully distributing your weight and establishing a steady, rugged posture, you can reach out and strike opponents with your melee attacks at a greater than normal distance. A warrior with less training and expertise would fall flat on his face attempting this maneuver. You, on the other hand, have the grace, focus, and skill needed to complete this complex move. While you are in this stance, you gain a bonus to your reach during your turn. When you make a melee attack, your reach increases by 5 feet. Your reach is not improved when it is not your turn, such as when you make an attack of opportunity. You cannot improve your reach by more than 5 feet by using this ability in conjunction with other maneuvers.
Dance of the Spider (Tome of Battle: The Book of Nine Swords, p. 76)
Shadow Hand (Stance) Level: Swordsage 3, Components: Casting Time: 1 swift action Range: Personal Target: You Duration: Stance
Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider. While you are in this stance, you gain a benefit similar to the spider climb spell (PH 283). You gain a climb speed of 20 feet. You do not need to make a Climb check to traverse a vertical or horizontal surface, even if you attempt to move across a ceiling. You retain your Dexterity bonus to AC while climbing, and you must have at least one hand free to support yourself while you climb. You do not take any penalties, nor do your opponents gain any bonus when attacking you, while you climb. You cannot take a run action while climbing in this manner. Flame's Blessing (Tome of Battle: The Book of Nine Swords, p. 53)
Desert Wind (Stance) [Fire] Level: Swordsage 1, Components: Casting Time: 1 swift action Range: Personal Target: You Duration: Stance
Fire is not your enemy, and it does not harm you. You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your ranks in Tumble. If you have 19 or more ranks in Tumble, you gain immunity to fire while you are in this stance. This stance is a supernatural ability.
Hunter's Sense (Tome of Battle: The Book of Nine Swords, p. 88)
Tiger Claw (Stance) Level: Swordsage 1 (One Tiger Claw maneuver), Warblade 1 (One Tiger Claw maneuver), Components: Casting Time: 1 swift action Range: Personal Target: You Duration: Stance
You sniff at the air like a hunting animal. After you focus your mind, an array of scents that normally eludes your awareness become clear to you.
Your mastery of the Tiger Claw discipline allows you to become attuned to the feral side of your personality. On a fundamental level, you begin to think more like a wild beast and less like a civilized creature. Your enemies are prey to be hunted down and slain. Your allies are packmates. This shift in view spreads to your physical senses.
As long as you are in this stance, you gain the scent special ability (MM 314). Maneuvers 1. Shadow Noose(memorized) (Tome of Battle: The Book of Nine Swords, p. 79)
Shadow Hand (Strike) Level: Swordsage 6, Components: Casting Time: 1 standard action Range: 60 ft. Target: One flat-footed living creature Duration: 1 round Saving Throw: Fortitude partial
As you foe struggles to ready his defenses, you make a subtle gesture in the air. A noose formed of shadow drops from above him, wraps around his throat, and hoists him aloft. His limbs flail as he struggles to free himself from the strangling noose. As part of this maneuver, you form a noose of shadow that wraps around your target and strangles him. This maneuver works only against a flatfooted target. As part of this maneuver, you make a ranged touch attack against a flat-footed creature within range. If it hits, your opponent takes 8d6 points of damage. In addition, he must make a successful Fortitude save (DC 16 + your Wis modifier) or be stunned for 1 round. A successful save negates the stun, but not the extra damage. This strike has no effect against nonliving creatures, such as constructs and undead.
Insightful Strike, Greater (Memorized) (Tome of Battle: The Book of Nine Swords, p. 64)
Diamond Mind (Strike) Level: Swordsage 6 (Two Diamond Mind maneuvers), Warblade 6 (Two Diamond Mind maneuvers), Components: Casting Time: 1 standard action Range: Melee attack Target: One creature
Your keen eye picks out the slightest imperfection in your opponent?s defenses. Your weapon becomes a tool of your mind. This maneuver functions like insightful strike, except that you deal damage equal to 2 × your concentration check result.
3.Rabid Bear Strike (Memorized) (Tome of Battle: The Book of Nine Swords, p. 88)
Tiger Claw (Strike) Level: Swordsage 6 (Two Tiger Claw maneuvers), Warblade 6 (Two Tiger Claw maneuvers), Components: Casting Time: 1 standard action Range: Melee attack Target: One creature
With a ferocious roar, you leap upon your enemy like a wild beast, slamming your weapon into her with a madman?s fury. You focus your primal fury into a single attack, laying an opponent low with a mighty blow that splinters bones and shatters steel. As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and deal an extra 10d6 points of damage. After completing this maneuver, you take a ?4 penalty to AC until the start of your next turn
4. Elder Mountain Hammer (Memorized) (Tome of Battle: The Book of Nine Swords, p. 82)
Stone Dragon (Strike) Level: Crusader 5 (Two Stone Dragon maneuvers), Swordsage 5 (Two Stone Dragon maneuvers), Warblade 5 (Two Stone Dragon maneuvers), Components: Casting Time: 1 standard action Range: Melee attack Target: One creature or unattended object
You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering him into submission. The students of the Stone Dragon discipline learn to tap into the power of the earth, channel its endless strength, and use it to grant their attacks tremendous force. A strike delivered by a Stone Dragon adept can shatter a warrior?s shield, turn a wooden door into splinters, or slay an ogre with a single blow. When you use this maneuver, you make a single melee attack. That attack deals an extra 6d6 points of damage and automatically overcomes damage reduction and hardness.
5.Shadow Stride (Memorized) (Tome of Battle: The Book of Nine Swords, p. 80)
Shadow Hand [Teleportation] Level: Swordsage 5, Components: Casting Time: 1 move action Range: 50 ft. Target: You
You dissipate into a puff of black shadow. A moment later, the shadow coalesces, and you appear fifty feet away. This maneuver functions as the shadow jaunt maneuver, except that it can be initiated as a move action.
6.Iron Heart Focus (Memorized) (Tome of Battle: The Book of Nine Swords, p. 68)
Iron Heart (Counter) Level: Warblade 5 (Two Iron Heart maneuvers), Components: Casting Time: 1 immediate action Range: Personal Target: You
With a last-second burst of speed, you summon reserves of mental and physical will and throw off the effects of your enemy?s attack. Your training in the Iron Heart discipline grants you excellent reflexes, mental toughness, and stamina. You can draw upon your training and focus to overcome a variety of deadly effects. As an immediate action, you can reroll a saving throw you have just made. You must accept the result of this second roll, even if the new result is lower than your initial roll. 7. Searing Blade (Memorized) (Tome of Battle: The Book of Nine Swords, p. 56)
Desert Wind (Boost) [Fire] Level: Swordsage 4 (Two Desert Wind maneuvers), Components: Casting Time: 1 standard action Range: Personal Target: You Duration: End of turn
Your weapon transforms into a raging torrent of flame, causing those around you to recoil slightly from the tremendous heat. You convert your ki into fiery energy, allowing it to flow down your arms and across your weapon. Until the end of your turn, your melee attacks deal an extra 2d6 points of fire damage + 1 point per initiator level. This maneuver is a supernatural ability. 8. Iron Heart Surge (Memorized) (Tome of Battle: The Book of Nine Swords, p. 68)
Iron Heart Surge Level: Warblade 3 (One Iron Heart maneuver), Components: Casting Time: 1 standard action Range: Personal Target: You Duration: See text
By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you. Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn. . Wall of Blades (Tome of Battle: The Book of Nine Swords, p. 70)
Iron Heart (Counter) Level: Warblade 2, Components: Casting Time: 1 immediate action Range: Personal Target: You
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe?s blade as he attempts to attack. Your weapon mastery transforms your blade into an extension of your arm, allowing you to wield it with the speed and timing needed to make a precise block. When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can?t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack. 10. Insightful Strike (Memorized) (Tome of Battle: The Book of Nine Swords, p. 63)
Diamond Mind (Strike) Level: Swordsage 3, Warblade 3, Components: Casting Time: 1 standard action Range: Melee attack Target: One creature
You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon?s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells). 11.Mind Over Body (Memorized) (Tome of Battle: The Book of Nine Swords, p. 64)
Diamond Mind (Counter) Level: Swordsage 3, Warblade 3, Components: Casting Time: 1 immediate action Range: Personal Target: You
Your training and mental toughness allow you to use your focus to overcome physical threats. By focusing your mind, you ignore the effect of a deadly poison or debilitating sickness. Your diligent training and intense mental focus combine to allow you to overcome physical threats with the raw power of your mind. You can use this maneuver any time you would be required to make a Fortitude save. Make a Concentration check instead of the Fortitude save and use the result of that check to determine the save?s success. You must use this maneuver before you attempt the Fortitude save. A result of a natural 1 on your Concentration check is not an automatic failure.
12.Baffling Defense (Memorized) (Tome of Battle: The Book of Nine Swords, p. 70)
Setting Sun (Counter) Level: Swordsage 2 (One Setting Sun maneuver), Components: Casting Time: 1 immediate action Range: Personal Target: You
You crouch balanced on one foot, hands held high over your head. Your foe hesitates, unsure of how to attack you in this unlikely stance. If your opponent strikes you on his turn, you can replace your AC with the result of a Sense Motive check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared). Your Sense Motive check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. 13. Cloak of Deception (Tome of Battle: The Book of Nine Swords, p. 76)
Shadow Hand (Boost) Level: Swordsage 2, Components: Casting Time: 1 swift action Range: Personal Target: You Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible. When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn. This maneuver is a supernatural ability.
14. Mountain Hammer (Tome of Battle: The Book of Nine Swords, p. 84)
Stone Dragon (Strike) Level: Crusader 2, Swordsage 2, Warblade 2, Components: Casting Time: 1 standard action Range: Melee attack Target: One creature or unattended object
Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness. 15. Sudden Leap (Tome of Battle: The Book of Nine Swords, p. 89)
Tiger Claw (Boost) Level: Swordsage 1 (One Tiger Claw maneuver), Warblade 1 (One Tiger Claw maneuver), Components: Casting Time: 1 swift action Range: Personal Target: You Duration: Instantaneous
You leap to a new position in the blink of an eye, leaving your opponents baffled. You can make a Jump check as a swift action and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can?t move through enemies, unless you succeed on the appropriate Tumble check.
16.Mighty Throw (Tome of Battle: The Book of Nine Swords, p. 73)
Setting Sun (Strike) Level: Swordsage 1, Components: Casting Time: Standard Action Range: Touch Target: Creature touched
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. 17. Burning Blade (Tome of Battle: The Book of Nine Swords, p. 52)
Desert Wind (Boost) [Fire] Level: Swordsage 1, Components: Casting Time: 1 swift action Range: Personal Target: You Duration: End of turn
Your blade bursts into flame as it sweeps toward your foe in an elegant arc. A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage +1 point per initiator level. This maneuver is a supernatural ability. 18.Stone Bones (Tome of Battle: The Book of Nine Swords, p. 84)
Stone Dragon Level: Crusader 1, Swordsage 1, Warblade 1, Components: Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon?s impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round. 19. Moment of Perfect Mind (Tome of Battle: The Book of Nine Swords, p. 64)
Diamond Mind (Counter) Level: Swordsage 1, Warblade 1, Components: Casting Time: 1 immediate action Range: Personal Target: You
Your mental focus and martial study have rendered your will into an unbreakable iron wall. When someone targets you with a spell that seeks to erode your willpower, you steel yourself against the attack. Between your devoted study, iron will, and supreme focus, you have learned to resist attempts to subvert your willpower. When you feel such an effect try to cloud your mind, you can draw on untapped reserves of energy to counter the attempt. You can use this maneuver any time you would be required to make a Will save. Make a Concentration check instead of the Will save and use the result of that check to determine the save?s success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on your Concentration check is not an automatic failure. 20. Distracting Ember (Tome of Battle: The Book of Nine Swords, p. 52)
Desert Wind (Boost) [Fire] Level: Swordsage 1, Components: Casting Time: 1 swift action Range: 30 ft. Effect: One summoned fire elemental Duration: End of turn
A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.
This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn. This maneuver is a supernatural ability. You foam at the mouth and scream in rage as you make a powerful attack against your enemy. You set aside all thoughts of defense as you lunge forward.
For a split-second, you unleash the barely controlled, primal rage that surges within you. As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and deal an extra 2d6 points of damage. You take a ?4 penalty to AC until the start of your next turn, as this wild strike sends you off balance and hinders your defenses.
Armor Check Penalty (ACP): = 0 Class Skills:Craft (Pottery): +5 = 4 ranks +1[Int]; Concentration +28=15 ranks+3[Con]+10[Competence] Diplomacy +2=0 ranks-1[Cha]-1[Trait penalty]+2[Knowledge royalty Syn]+2[Sense Motive Syn] Hide +21/31 = 15 ranks+6[Dex]. +10[Enchantment_Potion] Jump +23=15 ranks+6[Dex*Boots od agility]+2[Syn] Knowledge (local):+9= 8 ranks+1[Int] Knowledge (nobility and royalty): +7= 6ranks+1[Int] Listen +20/+25= 15 ranks +5 [Wis] in Hearing the air stance +25 Move Silently +13/23 = 7 ranks+6[Dex] +10[Enhancement Potion]. Sense Motive +21=15 ranks+5 [Wis]+1[Trait] Tumble +23=15 ranks+6[Dex]+2[Syn] Skill Trick Acrobatic Backstab. Feats1 level: Adaptive style You can change your readied maneuvers at any time by taking a full-round action. 1 level racial bonus: Blind fight 1 level feat for flaw: Improved Initiative 3d level: Dodge 6th level: Improved Unarmed strike 9th level: Weapon Finess 12 level: Shadow Blade While you are in a Shadow Hand stance and attack with one of the discipline's preferred weapons, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon. FlawShaky You are relatively poor at ranged combat. Effect: You take a –2 penalty on all ranged attack rolls. TraitsPlucky You have a strength of will not reflected in your limited physical gifts. Benefit You gain a +1 bonus on Will saves. Drawback You take a -1 penalty on Fortitude saves. Suspicious You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening. Benefit You gain a +1 bonus on Sense Motive checks. Drawback You take a -1 penalty on Diplomacy checks and intimidate checks. Light load: 33 lb Medium load: 66 lb Heavy load: 100 lb
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Gloves of Dexterity +4 – 16 000 g.p. Headband of Wisdom +4 – 16 000 g.p. Vest of Health +2 4000 Shadow Hand +1 Short sword – 8000 g.p. BELT OF BATTLE Price (Item Level): 12,000 gp Third Eye Concentrate Price (Item Level): 10,000 gp Agility Improved Mind Armor MITHRALMIST SHIRT Price (Item Level): 10,400 gp CRYSTAL OF GLANCING BLOWS, Greater – 5000 g.p. Handy Hoversack – 2000 g.p Wand of Vigor, lesser- 750 g.p. - ПЕРЕДАНО БЁРНУ BOOTS OF AGILE LEAPING Price (Item Level): 600 gp (3rd) Chronocharm of the Celestial Wanderer Price (Item Level): 500 gp Chronocharm of the Fateweaver Price (Item Level): 500 gp (3rd) Chronocharm of the Grand Master Price (Item Level): 500 gp (3rd) Chronocharm of the Horizon Walker Price (Item Level): 500 gp (3rd) Elixir of Hiding: A character drinking this liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks for 1 hour). Faint illusion; CL 5th; Craft Wondrous Item, invisibility; Price 250 gp*2=500 Elixir of Sneaking: This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Silently checks for 1 hour. Faint illusion; CL 5th; Craft Wondrous Item, silence; Price 250 gp.*2 = 500 Potion of Cure light wounds, 1 штука – 50 g.p. 150 g.p. Описание шмоток: BELT OF BATTLE Price (Item Level): 12,000 gp (13th) Body Slot: Waist Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (mental) Weight: — This leather belt bears a platinum buckle set with three small black pearls. A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action. Prerequisites: Craft Wondrous Item, haste Third Eye Concentrate Price (Item Level): 10,000 gp (12th) Body Slot: Face Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: — Weight: — Glowing with a faint magenta light, this crystal draws your eyes into its limitless depths. This crystal grants you a +10 competence bonus on Concentration checks. Prerequisites: Craft Wondrous Item, Concentration 10 ranks. Cost to Create: 5,000 gp, 400 XP, 10 days. AGILITY, IMPROVED [SYNERGY] Price: +4,000 gp Caster Level: 9th Aura: Moderate; (DC 19) transmutation Synergy Prerequisite: Agility As agility, except the armor grants a +3 resistance bonus on Refl ex saving throws. Cost to Create: 2,000 gp, 160 XP, 4 days MINDARMOR Price: +3,000 gp Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: Immediate (mental) Constructed of seamless and tightly bound layers, this item steadies your thoughts when worn. When activated, a suit of armor or a shield that has this property grants you a +5 bonus on Will saves to resist mindaffecting spells and abilities until the start of your next turn. The mindarmor property functions three times per day. Prerequisites: Craft Magic Arms and Armor, heroism or empty mind (EPH 99). Cost to Create: 1,500 gp, 120 XP, 3 days.
MITHRALMIST SHIRT Price (Item Level): 3,400 gp (8th) Body Slot: Body Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: Swift (mental) Weight: 10 lb. This delicate-looking chain shirt is forged from a silver-white mithral alloy that gleams like starlight. Up to seven times per day, you can activate this +1 mithral shirt to fill your space with a billowing silver mist. This gleaming fog grants you concealment against attacks but does not interfere with your vision. The mist lasts for 1 minute per activation, and it remains in the space where you activated the effect (it doesn’t move with you if you leave that space). Prerequisites: Craft Magic Arms and Armor, obscuring mist. Cost to Create: 1,150 gp (plus 1,100 gp for mithral shirt), 92 XP, 3 days.
(CRYSTAL OF GLANCING BLOWS Price (Item Level): 500 gp (3rd) (least), 3,000 gp (7th) (lesser), or 5,000 gp (9th) (greater) Body Slot: — (armor crystal) Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — Weight: — All the hues of the rainbow—and many more—shimmer and dance across the surface of this multifaceted crystal. A crystal of glancing blows causes your armor to turn aside grasping attacks. Least: This augment Lesser: As the least crystal, but the bonus is +5. Greater: As the least crystal, but the bonus is +10.crystal grants you a +2 competence bonus on grapple checks to prevent a grapple from being initiated (but not any other kind of grapple check, including those to initiate or escape a grapple). BOOTS OF AGILE LEAPING Price (Item Level): 600 gp (3rd) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 2 lb. These crocodile-skin boots feel slightly elastic. While wearing boots of agile leaping, you can add your Dexterity modifi er (instead of your Strength modifi er) on Jump checks. If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity. Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 300 gp, 24 XP, 1 day.
Chronocharm of the Celestial Wanderer Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Immediate (mental) Weight: — This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the fi rst result. This ability functions once per day. Prerequisites: Craft Wondrous Item, hawkeye (SC 110 ). Cost to Create: 250 gp, 20 XP, 1 day Chronocharm of the Fateweaver Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Immediate (mental) Weight: — This tiny golden spindle dangles from a thin chain of gray steel. A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Balance, Climb, or Tumble check that you just attempted. The result of the second roll replaces the fi rst result. This ability functions once per day. Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 250 gp, 20 XP, 1 day. Chronocharm of the Grand Master Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 3rd A ura: Faint; (DC 16) transmutation Activation: Immediate (mental) Weight: — This tiny, hollow glass fl ower dangles from a slim golden chain. A chronocharm of the grand master slows your perception of time, allowing you to better dodge an incoming ranged attack. When it is activated, you gain a +5 dodge bonus to your AC against a single ranged attack. This ability functions once per day. Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 250 gp, 20 XP, 1 day. Chronocharm of the Horizon Walker Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: — This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specifi c, singular purpose. When you activate a chronocharm of the horizon walker, you can move up to half your speed as part of the same swift action used to activate it; this movement does not provoke attacks of opportunity. When determining the distance you can move, round down to the nearest 5-foot increment. This ability functions once per day. Prerequisites: Craft Wondrous Item, expeditious retreat. Cost to Create: 250 gp, 20 XP, 1 day.
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